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I've been playing with this mod for a little while, and I'm missing the arcane 'Animate Dead'. 'Summon shadow' is very neat, though. What about restoring 'Animate Dead' and replacing 'Carrion Crawler/Create Undead' with 'Summon Shadow'? I guess you could always bump 'Create Undead' up to replace 'Control Undead' (I'm not liking 'Create Undead' that much, though). Admittedly, I haven't thought too much about each individual spell's power being reflected by the levels I've suggested - I just missed 'Animate Dead', and didn't want to lose 'Summon Shadow'.

 

EDIT: BTW, I've come around to enjoying your random flame arrows...

Edited by StrixO
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Animate Dead

... I just missed 'Animate Dead', and didn't want to lose 'Summon Shadow'.
I was planning to restore Animate Dead for mages too, but giving it as a 3rd or 4th lvl spell. I actually don't like much the same spell to occupy a different spell lvl when used by a different spellcaster (as it makes it unbalanced for one of the two classes), but I'm generally tolerating it. I really can't tolerate though TWO more lvls for the same spell, because it would force me to make it terribly weak for a 5th lvl slot, or outstandingly overpowered for a 3rd lvl one.

 

P.S Right now it's actually too powerful for a 3rd lvl spell. Skeletons and Greater Skeletons are fine, but Skeleton Warriors are really OP because of their 90% mr. I dind't removed them only because most player would kill me. :)

 

Flame Arrow

BTW, I've come around to enjoying your random flame arrows...
Eh eh, I'm glad you like them now. :) If correclty used they actually are more effective than before (e.g. a single FA spell can now destroy Mirror Image with its multiple arrows, or interrupt more than a mage spellcasting at once, ...). It's just a matter of knowing how to use them in a slightly different way than before. Edited by Demivrgvs
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stuff

Gotcha, thanks for the reply

 

Quick question: was 'pierce shield' modified to remove combat protections because of liches/rakshasas and 'breach' immunity? I miss the MR reduction component, but I can understand the need for balance if the spell will include removal of all combat protections. Are there any CREs that required the vanilla 'pierce shield' to lower MR?

 

EDIT: isn't ravager immune to 'lower resistance'?

 

I just checked and it is. I knew there was a reason I liked the MR component of 'pierce shield'. What about adding a MR penalty to 'spellstrike'? In a vanilla installation, the spell is not useful (...though more useful in SCS where mages use multiple spell protections).

 

Another question:

I've temporarily restored 'Spell shield' in my installation to the vanilla version. I don't use it for Beholders, but I do use it for solo magic duels in SCS. Will your non-AOE anti-magic attacks still work fine with the vanilla spell shield? I think your single target spells are breach, lower resistance, pierce magic, warding whip, and pierce shield.

 

(Spell thrust, secret word, ruby ray, and spellstrike are all AoE in SR, right?)

 

Last question: did you make the mage HLAs belong to specific schools, rather than being school-less? Will that conflict with HLAs for specialist mages?

Edited by StrixO
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Pierce Shield

Quick question: was 'pierce shield' modified to remove combat protections because of liches/rakshasas and 'breach' immunity? I miss the MR reduction component, but I can understand the need for balance if the spell will include removal of all combat protections. Are there any CREs that required the vanilla 'pierce shield' to lower MR?
Yep, Pierce Shield was changed to grant players a Breach-like spell that works on liches and rakshasas without bending the rules (e.g. SCS has an optional component to make Breach ignore their immunities, but I really don't like it).

 

EDIT: isn't ravager immune to 'lower resistance'?

 

I just checked and it is. I knew there was a reason I liked the MR component of 'pierce shield'. What about adding a MR penalty to 'spellstrike'? In a vanilla installation, the spell is not useful (...though more useful in SCS where mages use multiple spell protections).

The Ravager is not immune to Pierce Magic if you need to lower magic resistance. That being said, I was asked to add a high lvl lower resistance spell with an AoE, and I'm trying to figure out if it makes sense in terms of balance, we'll see.

 

 

Spell Shield

I've temporarily restored 'Spell shield' in my installation to the vanilla version. I don't use it for Beholders, but I do use it for solo magic duels in SCS.
Spell Shield is seriously broken even for "normal duels", that's why SCS doesn't use it (and you're not a beholder, are you? :) ). That being said I'm not the police, thus do as you wish.

 

Will your non-AOE anti-magic attacks still work fine with the vanilla spell shield?
Non-AoE anti-magic attacks work exactly as they did in vanilla (though Secret Word now belongs to a different school).

 

 

HLAs

did you make the mage HLAs belong to specific schools, rather than being school-less? Will that conflict with HLAs for specialist mages?
Yes I did, but there' no conflict I know of, and without Refinements there aren't HLAs for specialist mages.
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SCS has an optional component to make Breach ignore their immunities, but I really don't like it).

 

Not so optional : I have just found in the readme that :

More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning

Enemy wizards will assume Breach works this way (and so won't target characters protected by Spell Turning etc with a Breach), even if you don't install this component.

Iron Skins behaves like Stoneskin (can be brought down by Breach)

Enemy mages will assume that Iron Skins works this way (and so will, e.g., cast Breach at it) even if you don't install this component.

 

Admittedly, it wouldn't be much of a problem for the first one as few people have liches in their party (although... :) ), however, the second one would be more of a problem, unless SR's Iron Skins are modified in the same way ?

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More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning

Enemy wizards will assume Breach works this way (and so won't target characters protected by Spell Turning etc with a Breach), even if you don't install this component.

Iron Skins behaves like Stoneskin (can be brought down by Breach)

Enemy mages will assume that Iron Skins works this way (and so will, e.g., cast Breach at it) even if you don't install this component.

 

Admittedly, it wouldn't be much of a problem for the first one as few people have liches in their party (although... :) ), however, the second one would be more of a problem, unless SR's Iron Skins are modified in the same way ?

Not installing SCS More consistent Breach (actually I think the tweak should be called More inconsistent Breach :) ) simply makes the game harder for players, because they have to rely on SR's Pierce Shield to fight liches and rakshasas. This tweak doesn't affect the AI at all.

 

You shouldn't install SCS Iron Skins tweak instead, because I've replaced Iron Skin with Stoneskin (druids can't use iron weapons and armors but they cast an iron version of Stoneskin?! :puke: ), making quite obvious they behave the same way within SR. ;)

Edited by Demivrgvs
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Still in the SCS readme, how about

 

Out of mercy, enemy mages won't cast Imprisonment on the main character. If you're masochistic enough to want to change this, enter CLUAConsole:SetGlobal("DMWWImprisonPlayer","GLOBAL",1).

 

I gather that with SR's version of Imprisonment, this tweak should be safe to apply now ?

 

Also :

 

The demilich Imprisonment ability has been nerfed: it now grants a saving throw vs. death at -5, although it also causes level drain even on a successful save.

 

Does this apply to SR's Imprisonment also, or since it is an ability and not a spell, does it follow its own rules ? If the latter, would it mean that a demilich casting Impr on CHARNAME would result in a game over even with SR installed ? :)

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Imprisonment

Out of mercy, enemy mages won't cast Imprisonment on the main character. If you're masochistic enough to want to change this, enter CLUAConsole:SetGlobal("DMWWImprisonPlayer","GLOBAL",1).
I gather that with SR's version of Imprisonment, this tweak should be safe to apply now ?
Semi-safe. On a normal game it's safe now, but if you play solo it's still game over if your only character get mazed or imprisoned.

 

That being said, this spell is quite broken if you ask me (its very concept): how can it be balanced a spell which eliminates any target bypassing spell resistance and allowing no save? Not to mention that in the current game there's almost no way to protect a character from it.

 

The demilich Imprisonment ability has been nerfed: it now grants a saving throw vs. death at -5, although it also causes level drain even on a successful save.
Does this apply to SR's Imprisonment also, or since it is an ability and not a spell, does it follow its own rules ? If the latter, would it mean that a demilich casting Impr on CHARNAME would result in a game over even with SR installed ? :)
Demi-liches don't cast Imprisonment, but a similar spell called Trap the Soul. SR includes its own version of such spell too, almost identical to SCS's one (the only difference is the save penalty, mine is -4 instead of -5) but semi-safe as Imprisonment. Unfortunately, SCS overwrite SR's Trap the Soul. :)

 

P.S if you want you can restore SR's Trap the Soul very easily: take spin788.spl file from SR's 'shared' folderand put it into the override.

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Symbol of Death

Ardanis, I'll put it here to share it with players and see if I'm really an idiot, but I've just realized that something you suggested was indeed cool despite my first thoughts.

 

I think that making SoD a sort of party-friendly Skull Trap would be both appropriate from a conceptual point of view (a discharge of negative energy) and effective. Skull Trap's damage currently goes up to 20-80, thus 50 on average with a save for half. Making SoD deal fixed 60 points of magic damage would keep a shade of its former "creatures with 60 or less hp must save or die", though a save to halve the damage is needed imo (with a -4 penalty).

 

The only "drawback" is that for mages it would almost be a copy of Horrid Wilting (which deals 70 points of damage on average, with a slightly bigger AoE), but for clerics this would indeed be a really cool 7th lvl spell (a "mini" Horrid Wilting).

Edited by Demivrgvs
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Guest Noober

Are summoned demons supposed to attack everything? I can understand tanar'ri fighting baatezu, but Glabrezu will also fight Death Knights and even other summoned Glabrezu. This seems to happen across the board, with Pit Fiends fighting Pit Fiends, Death Knights fighting Pit Fiends and each other, etc. which leads to a weird situation in Sendai's enclave where a DK starts fighting the rest of the minions of Diaytha as soon as you enter the area.

 

Also, Pit Fiends are kinda underpowered, compared to Balors (their stats are somewhat inconsistent, but I'm referring to the variants with ~40% physical dmg res) and especially Glabrezu, which they seem to have a hard time beating... not to mention Planetars. Gate is a bit of a waste of a 9th-level spell slot for the player, especially considering that you have zero control over the monster, and it's not much better for liches.

 

Note that I'm running with SCSII's "Improved fiends", among other things.

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Gated Demons

Are summoned demons supposed to attack everything? I can understand tanar'ri fighting baatezu, but Glabrezu will also fight Death Knights and even other summoned Glabrezu. This seems to happen across the board, with Pit Fiends fighting Pit Fiends, Death Knights fighting Pit Fiends and each other, etc. which leads to a weird situation in Sendai's enclave where a DK starts fighting the rest of the minions of Diaytha as soon as you enter the area.
I never had such issues, but I'll double check asap. Anyway, looking at the scripts SR's Pit Fiend should only attack Chaotic Evil demons on sight, and Glabrezus should attacl Lawful Evil ones.

 

Death Knight has no such block with its custom SR script, he's neither a tanar'ri nor a baatezu.

 

My first guess is that some other mod might have ruined SR summoned demons' scripts.

 

Note that I'm running with SCSII's "Improved fiends", among other things.
I had it too together with SR and didn't had such issues...I have yet to try the latest SCSII version though.

 

Also, Pit Fiends are kinda underpowered, compared to Balors (their stats are somewhat inconsistent, but I'm referring to the variants with ~40% physical dmg res) and especially Glabrezu, which they seem to have a hard time beating... not to mention Planetars. Gate is a bit of a waste of a 9th-level spell slot for the player, especially considering that you have zero control over the monster, and it's not much better for liches.
Those balors are probably unique creatures (eg like underdark's one) and thus they may be a tad more powerful. Anyway, Pit Fiends surely aren't underpowered considering I've made them hugely more powerful than in vanilla. Glabrezus have much worse stats, thus I don't know how a Glabrezu can beat a Pit Fiend 1vs 1.

 

Pit Fiends vs Planetars: I don't know, in terms of power they should be more or less the same I'll try a fight between them.

Edited by Demivrgvs
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Guest Noober

Thanks for the quick reply. :mad:

 

 

I never had such issues, but I'll double check asap. Anyway, looking at the scripts SR's Pit Fiend should only attack Chaotic Evil demons on sight, and Glabrezus should attacl Lawful Evil ones.

 

Death Knight has no such block with its custom SR script, he's neither a tanar'ri nor a baatezu.

 

My first guess is that some other mod might have ruined SR summoned demons' scripts.

I take it then that Death Knights attacking each other is WAD but Pit Fiend showdowns are not?

 

Well then, I could check the script the monsters are running, see if it's the correct one, if you tell me which one that is supposed to be. I guess a mod could have fucked with their scripts, but I think it's unlikely as SR is the last mod installed, except for SCS/SCSII. I'm posting the log at the end of the post, just in case.

 

 

Those balors are probably unique creatures (eg like underdark's one) and thus they may be a tad more powerful. Anyway, Pit Fiends surely aren't underpowered considering I've made them hugely more powerful than in vanilla. Glabrezus have much worse stats, thus I don't know how a Glabrezu can beat a Pit Fiend 1vs 1.

 

Pit Fiends vs Planetars: I don't know, in terms of power they should be more or less the same I'll try a fight between them.

The Glabrezu vs Pit Fiend thing is due to the Mirror Image the Glabrezu has -- this allows a few free shots before the Glab starts taking damage for real. For some reason, the Pit Fiend doesn't (can't?) dispel it and doesn't otherwise use any spells either (against other creatures the PF does use spells). From the trials I've run, a Glab has about 50/50 chance of beating the Pit Fiend. Didn't the vanilla version of the fiend have a Remove Magic it'd use right off the bat?

 

I'm using the instant-uninterruptible casting option for both fiends and celestials from SCSII, so while the Pit Fiend is one real tough customer up close, unless he manages to paralyze the Planotar, he'll just get outhealed, or if he's particularly unlucky, he'll get his head chopped off! Of course, this is managing the Planotar manually. If left to his own devices, he'd much rather cast True Seeing or Blade Barrier than Heal, heh.

 

By the way, awesome work with the mod, I'm loving it. It's great how low level spells are no longer 100% useless after certain point, and how now Ruby Ray, Warding Whip, Spellstrike, etc are no longer redundant. Summons work great, protection from X actually protects and so on. Keep it up!

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers   and Stalkers: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.07
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v17
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v17
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait.: v17
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait.: v17
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait.: v17
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait.: v17
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait.: v17
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v17
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v17
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v17
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v17
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v17
~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders.: v17
~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script.: v17
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v17
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v17
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v17
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v17
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v7
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-D0TWEAK.TP2~ #0 #2 // Corrected Demon Animations
~SETUP-D0TWEAK.TP2~ #0 #3 // Reintroduce Dimension Door
~SETUP-D0TWEAK.TP2~ #0 #4 // Tweaked Weapon Enchantments
~SETUP-D0TWEAK.TP2~ #0 #5 // Additional Racial Enemies
~SETUP-D0TWEAK.TP2~ #0 #7 // PnP Celestial Fury
~SETUP-D0TWEAK.TP2~ #0 #11 // Visual Ioun Stones
~SETUP-D0TWEAK.TP2~ #0 #13 // Kensai Ryu's Restored Drow Innate Abilities
~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table
~SETUP-D0TWEAK.TP2~ #0 #18 // Improved Backstabbing
~SETUP-D0TWEAK.TP2~ #0 #21 // NPCs/Summons Set Off Traps -> Only green-circles and enemy summons can set off traps
~SETUP-D0TWEAK.TP2~ #0 #23 // BG1-Style Summoning Spells
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required)
~SETUP-OVERSIGHT.TP2~ #0 #1 // Alignment Correction
~SETUP-OVERSIGHT.TP2~ #0 #2 // Class Tweaks/Fixes
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells
~SETUP-OVERSIGHT.TP2~ #0 #4 // Improved Continuity
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v18
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v18
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v18
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v18
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v18
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v18
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v18
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v18
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v18
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v18
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v18
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v18
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v18
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v18
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v18
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v18
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v18
~SETUP-VALEN.TP2~ #0 #0 // Valen
~SETUP-VALEN.TP2~ #0 #10 // Give More Creatures Protection From Level Drain & Undead
~SETUP-LONGERROAD.TP2~ #0 #0 // Longer Road v 1.5
~SETUP-LONGERROAD.TP2~ #0 #1 // SPEED BANTERS
~SETUP-LONGERROAD.TP2~ #0 #2 // Restore Irenicus's original portrait from SoA.
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #2 // The BG1 NPC Project Music Pack -> Install Romance Audio Only: v5
~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v3
~NPCKIT/NPCKIT.TP2~ #0 #31 // Replace Berserker Kit with Battlerager for Dwarves: v3
~NPCKIT/NPCKIT.TP2~ #0 #400 // Anomen Gains Helm Kit on Passing Knighthood Test: v3
~NPCKIT/NPCKIT.TP2~ #0 #410 // Anomen Gains Berserker Kit on Failing Knighthood Test: v3
~NPCKIT/NPCKIT.TP2~ #0 #420 // Prevent CN Anomen Gaining a Holy Symbol: v3
~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v3
~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2100 // Change Korgan's Kit to Battlerager: v3
~NPCKIT/NPCKIT.TP2~ #0 #2200 // Give Mazzy a Proper Truesword of Arvoreen Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2500 // Give Nalia Adventurer Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2800 // Give Sarevok a Proper Deathbringer Kit: v3
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 8
~SETUP-BGTTWEAK.TP2~ #0 #600 // Druid/Ranger-responsive bears in BG1: 8
~SETUP-BGTTWEAK.TP2~ #0 #1200 // Arkion reacts to player's reputation: 8
~SETUP-BGTTWEAK.TP2~ #0 #1502 // Altered item shattering -> Make armor and shields shatter: 8
~SETUP-BGTTWEAK.TP2~ #0 #1900 // Restore BG2 XP bonus for traps, locks, and scrolls: 8
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 8
~SETUP-BGTTWEAK.TP2~ #0 #2400 // Enemy items shatter: 8
~SETUP-BGTTWEAK.TP2~ #0 #2500 // Access Ulgoth's Beard west of Wyrm's Crossing only: 8
~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 8
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 8
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 8
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 8
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 8
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 8
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 8
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 8
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 8
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 8
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.11
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.11
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.11
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.11
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.11
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.11
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.11
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.11
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.11
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.11
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.11
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.11
~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch)
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Consistently spell-like Bhaalpowers: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v2.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v2.52
~SETUP-SPSTUFF.TP2~ #0 #1 // Blade Master Kit, by Drizzt1180: v8
~SETUP-SPSTUFF.TP2~ #0 #2 // Death Knight Kit, by Drizzt1180: v8
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v2
~DEARNISE/SETUP-DEARNISE.TP2~ #0 #0 // de'Arnise Romance for Baldur's Gate II, v2
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v14
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v14
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v14
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v14
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v14
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v14
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v14
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v14
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v14
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v14
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v14
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v14
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v14
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v14
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v14
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v14
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v14
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v14
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v14
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v14
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v14
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v14
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v14
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v14
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v14
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v14
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v14
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v14
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v14
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v14
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v14
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v14
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v14
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v14
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v14
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v14
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v14
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v14
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v14
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v14
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v14
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v14
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v14
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v14
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v13
~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3020 // Move Vhailor's Helm into Throne of Bhaal: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3030 // Move the Cloak of Mirroring: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3040 // Move the Robe of Vecna into Throne of Bhaal: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3080 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3520 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v13
~SCSII/SETUP-SCSII.TP2~ #0 #3993 // Increase the price of a license to practise magic in Athkatla -> License costs 30,000 gp: v13
~SCSII/SETUP-SCSII.TP2~ #0 #4002 // Increase the price asked by Gaylan Baele -> Gaylan wants 80,000 gold pieces: v13
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v13
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v13
~SCSII/SETUP-SCSII.TP2~ #0 #4080 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v13
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v13
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Give dragons more staying power by increasing their hit points: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v13
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v13
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v13
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v13
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v13
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v13

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Oh my, after checking again you're right...demon vs demon behavior is quite screwed up right now. :( I'll try to work on it today if I have some time (I need a longer pause from work than the ones I usually use to post here :mad: ).

 

That being said, if fixing this ends up being too much time consuming I may actually start to implement a V4-like behaviour for them (once summoned you have various checks, if you're "lucky" the demon is completely allied with you, else...well...you're unlucky :D ), at least it won't be wasted time.

 

The Glabrezu vs Pit Fiend thing is due to the Mirror Image the Glabrezu has -- this allows a few free shots before the Glab starts taking damage for real. For some reason, the Pit Fiend doesn't (can't?) dispel it and doesn't otherwise use any spells either (against other creatures the PF does use spells). From the trials I've run, a Glab has about 50/50 chance of beating the Pit Fiend. Didn't the vanilla version of the fiend have a Remove Magic it'd use right off the bat?
I'll add Remove Magic, after all SCSII Pit Fiend has it. :beer:

 

Gated Demons don't use most of their abilities against one-another because of their "goodbutred" status, which partially screw spell targeting system and scripts checks. Making them work as per SR V4 should also fix this, because they'd become either "ally" or full "enemy".

 

I'm using the instant-uninterruptible casting option for both fiends and celestials from SCSII, so while the Pit Fiend is one real tough customer up close, unless he manages to paralyze the Planetar, he'll just get outhealed, or if he's particularly unlucky, he'll get his head chopped off! Of course, this is managing the Planotar manually. If left to his own devices, he'd much rather cast True Seeing or Blade Barrier than Heal, heh.
Mmm, I'll test it again, when I made them ages ago I was almost sure Pit Fiend won most of the fights 1 vs 1.

 

By the way, awesome work with the mod, I'm loving it. It's great how low level spells are no longer 100% useless after certain point, and how now Ruby Ray, Warding Whip, Spellstrike, etc are no longer redundant. Summons work great, protection from X actually protects and so on. Keep it up!
I?m glad you're enjoying it. :)
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In my game, I have a problem with Death Knight. sandard ennemy (255) just don't attack death knight. :/

 

I will try to test with others demons.

 

EDIT : In fact it seems that Ennemy attack Demon only if they have don't see the player before. (witch in theory never occurs)

 

But I should make more test. If some others can confirm...

Edited by DrAzTiK
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Guest Noober

A note on Protection from Fire/Elements/Energy: it doesn't prevent the Balor's cast-on-death fireball (BALDEAD.SPL) from disrupting casting, even if the damage is prevented. This is part of SCSII "improved fiends", btw.

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